Files
Cog/Source/CogSample/CogSampleAttributeSet_Caster.cpp
T
2023-10-05 16:57:43 -04:00

132 lines
6.2 KiB
C++

#include "CogSampleAttributeSet_Caster.h"
#include "Net/Core/PushModel/PushModel.h"
#include "Net/UnrealNetwork.h"
//--------------------------------------------------------------------------------------------------------------------------
UCogSampleAttributeSet_Caster::UCogSampleAttributeSet_Caster()
{
InitBaseDamage(100.0f);
InitCooldownReduction(0.0f);
InitAreaRadiusModifier(0.0f);
InitMinStamina(-500.0f);
InitStamina(1000.0f);
InitMaxStamina(1000.0f);
InitStaminaRegen(1.0f);
InitStaminaCostReduction(0.0f);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
FDoRepLifetimeParams Params;
Params.bIsPushBased = true;
Params.RepNotifyCondition = REPNOTIFY_Always;
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, BaseDamage, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, CooldownReduction, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, AreaRadiusModifier, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, Stamina, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, MinStamina, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, MaxStamina, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, StaminaRegen, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Caster, StaminaCostReduction, Params);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_BaseDamage(const FGameplayAttributeData& PrevBaseDamage)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, BaseDamage, PrevBaseDamage);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_CooldownReduction(const FGameplayAttributeData& PrevCooldownReduction)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, CooldownReduction, PrevCooldownReduction);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_AreaRadiusModifier(const FGameplayAttributeData& PrevAreaRadiusModifier)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, AreaRadiusModifier, PrevAreaRadiusModifier);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_Stamina(const FGameplayAttributeData& PrevStamina)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, Stamina, PrevStamina);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_MinStamina(const FGameplayAttributeData& PrevMinStamina)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, MinStamina, PrevMinStamina);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_MaxStamina(const FGameplayAttributeData& PrevMaxStamina)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, MaxStamina, PrevMaxStamina);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_StaminaRegen(const FGameplayAttributeData& PrevStaminaRegen)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, StaminaRegen, PrevStaminaRegen);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::OnRep_StaminaCostReduction(const FGameplayAttributeData& PrevStaminaCostReduction)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Caster, StaminaCostReduction, PrevStaminaCostReduction);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const
{
Super::PreAttributeBaseChange(Attribute, NewValue);
if (Attribute == GetStaminaAttribute())
{
NewValue = FMath::Clamp(NewValue, GetMinStamina(), GetMaxStamina());
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
ClampAttributes(Attribute, NewValue);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)
{
Super::PostAttributeChange(Attribute, OldValue, NewValue);
if (Attribute == GetMaxStaminaAttribute())
{
UCogSampleFunctionLibrary_Gameplay::AdjustAttributeForMaxChange(GetOwningAbilitySystemComponent(), Stamina, OldValue, NewValue, GetStaminaAttribute());
}
else
{
ClampAttributes(Attribute, NewValue);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
Super::PostGameplayEffectExecute(Data);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Caster::ClampAttributes(const FGameplayAttribute& Attribute, float& NewValue) const
{
if (Attribute == GetStaminaAttribute())
{
NewValue = FMath::Clamp(NewValue, GetMinStamina(), GetMaxStamina());
}
}